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Old 10-25-07, 04:57 AM   #61
onelifecrisis
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My bad Jhereg sorry!

Your zoom setting are in fact correct

I think you should post a [REL]eased thread in which, if you like, I'll put a post certifying that the mod causes no problems with the GUI.

I guess you might want to ask permission first... although...

I was talking to subsim staff about this permissions thing... well actually someone else was talking to them and showed me the PM's... cos it seems a bit daft (surely credit is the important thing, not permission) and anyway, it turns out that the modding etiquette guidelines are recommended, not enforced or even necessarily expected by subsim themselves, so I wouldn't sweat it if you don't get permission.

That said, sergbuto is probably a reasonable guy and will give you permission right away.
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Old 10-25-07, 05:07 AM   #62
Jhereg
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Yeah, I well remember the great near fiasco!

Funny how hard it is to communicate using the written word on these boards, must use proper smileys etc.......:p

I do not think it is worth a REL as I just tweaked it to get it to work and not interfere with your outstanding addition.

I will ask Sergbuto if it is ok for me to post the fix on my FF, or maybe he can release it as a submod. Its all for the good of the sim anyhow.

Thank you for the quick replies!
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Old 10-25-07, 05:11 AM   #63
Einsman
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Hi onelifecrisis!

Thanks for your great work.

You have uplodad two tutorials in youtube. I have seen them, but my English listened is very poor (for the most of nonEnglish community it is much more easy to read English language).

Could you make a small writing tutorial in English?

Thank you very much.

Sorry for my english.
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Old 10-25-07, 05:11 AM   #64
onelifecrisis
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Quote:
Originally Posted by Jhereg
Yeah, I well remember the great near fiasco!

Funny how hard it is to communicate using the written word on these boards, must use proper smileys etc.......:p
Yeah, after that "fiasco" I went nuts on smileys. Did you know there is actually a limit on how many smileys you can put in a post here at subsim? I'm not kidding! I hit it!
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Old 10-25-07, 05:42 AM   #65
onelifecrisis
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How to get a firing solution using the U-Jagd Tools in the OLC GUI







Speed

To get the speed of a ship you need to first identify it and then move directly towards it at slow speed. The easiest way to do this is piont the scope somewhere in front of the target and click the CE's Heading to View order.

Before measuring the target speed, check these three things:
  1. The target is more or less directly ahead of you i.e. the bearing shown in the centre of the scope, or UZO, is near to 0 when the scope is pointed at the ship. This doesn't need to be exact. Anywhere between 330 and 030 is fine.
  2. You are moving slowly (check your speed is 2 knots or less).
  3. Your are not turning (check your rudder is at exactly 0 degrees).
Once all these things are done, point the scope in front of the vessel and when the bow of the vessel touches the vertical line down the centre of the scope, start the U-Jagd Chronometer. When the stern of the vessel crosses the same line, stop it. You must not move the scope left or right, nor turn your U-boat, inbetween starting and stopping the chrono. You can lower and raise the scope if you like (useful when measuring the speed of a slow ship) but be sure not to miss the ship's stern crossing the line!

Once the chrono is stopped you can read the target's speed by looking at the scale that matches the length of the target (100m, 150m, or 200m). If the target it, say, 125m, just average the readings from the 100m scale and the 150m scale. If it is, say, 75m, use the 150m scale and divide the result by two. You get the idea, I hope.

Note that the direction the target is moving in makes no difference. The vessel can be moving towards you or away from you at any angle and this will still work.


Range

Again, the target needs to have been identified.

I will refer to the rings on the range/AOB finder as Basis, Range, Marks and AOB.

The Basis ring is the outer ring, with metres marked up to 300.
The Range is the ring just inside that, and is marked in hundreds of metres (so the 2km mark is labelled "20" for example).
The Marks ring is next, and shows numbers up to a maximum of 30.
And finally, the innermost ring is the AOB ring, with values up to 90 degrees.

To ascertain range to the target lock the scope to it, line up the bottom of the target ship with the horizontal line across the centre of the attack scope, and lower the range/AOB finder. Now count the number of vertical marks to the top of the ship's mast. Now rotate the Marks ring until the number of marks you counted lines up with the "90" mark on the AOB ring. Once this is done the range to the target (shown on the Range ring) will be lined up with the point on the Basis ring which corresponds to the "Mast(x2)" value shown the recognition manual.


AOB

Once you have found the range, you need to line up the range to the target (on the Range ring) with the Length of the target (on the Basis ring) to get the AOB. If you've just used the range/AOB finder to get the range then a nice easy way to get ready to measure the AOB is to click-and-hold on the Basis ring at the point where it equals the "Mast(x2)" value, and drag it around until your mouse is pointing at the place on the Basis ring which equals the "Length" value, then release. So for example if the ship has Mast(x2)=30m and Length=75m, you would click-and-hold on the basis ring at the 30m mark, drag your mouse to the 75m mark, and release.

Now that range to target is aligned with the target length on the range/AOB finder, you can get the AOB. Count the number of horizontal marks between the centre line and either end of the target, and the AOB (on the AOB ring) will be lined up with that number of marks (on the Marks ring).
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Old 10-25-07, 05:51 AM   #66
Einsman
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Hi onelifecrisis.

Thank you very much for your reply.


I am going to practise for the Baltic sea.
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Old 10-25-07, 05:57 AM   #67
MONOLITH
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Quote:
Originally Posted by Slang
Its so weird that it worked in the training mission but not a campaign.

Any suggestions would be appreciated.
That is weird. It has to be something with your game files though. Of all the downloads so far, yours is the only CTD. It's working fine for me in all game modes.
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Old 10-25-07, 07:55 AM   #68
Kaleu. Jochen Mohr
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VEERRY COOL!
watching the tutorial to become a better kaleun
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Old 10-25-07, 08:25 AM   #69
Slang
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Quote:
Slang, welcome to subsim!

About your CTD :hmm: I honestly don't have a clue.

Out of the 200+ downloads so far, yours is the only reported bug.
Quote:
That is weird. It has to be something with your game files though. Of all the downloads so far, yours is the only CTD. It's working fine for me in all game modes.

ha, leave it to me to get the only bug.

I will try uninstalling the whole game then starting over.

Crosses fingers.
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Old 10-25-07, 08:54 AM   #70
MONOLITH
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Slang, with a lot of interchanging of various mods, and pulling things in and out repeatedly with JSGME, it's not uncommon for a couple of left over files to corrupt things.

Sometimes a fresh install is a good way to go every once in awhile to clear up any "can't figure it out" issues.

There are two versions of the OLC GUI now, one for GWX, and one for Stock SH3 1.4b.

Choose the right version, and try it over a clean install before adding any other mods. Then it should certainly work for you.
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Old 10-25-07, 09:34 AM   #71
Ping Panther
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One Life C.,

WOW! Thanks!

It is rock solid. It gives an entirely new (and so much better!) feel to the sim., all the right updates, and all the best in screen icon positioning.

One super surprise on top of all my most recent praise for your work, talents & determination on this mod. And the way you brought the reference maps & charts (minefield/subnet location charts, convoy route maps, etc.) into each of the edges of the map screen. Very innovative!

All you do is bump the mouse to one of the edges at map view and the full chart pops up, then as quick, it goes away! Super! Super full screen views to the scopes, and the quick-down scope icon insets work great! :p
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Old 10-25-07, 10:19 AM   #72
funkmaat
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Fantastic mod,now i,m forced to learn this Trigonometry lark.
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Old 10-25-07, 11:08 AM   #73
ALTEN
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Now i get it.
Thanks OLC
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Old 10-25-07, 12:57 PM   #74
rucirruz
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Hello All.

As a long time lurker I admire and appreciate all the talented modders assembled here and the work they have done. Onelifecrisis, you have created a new and beautiful GUI for SHIII. I am wondering if a version is available where an automatic solution can already be set for you with a ship lock on. I love the new screens, but would like to have that option back for now.
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Old 10-25-07, 01:19 PM   #75
waste gate
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Super nice work onelifecrisis !!!!!

I seem to be having a problem with the range/AOB finder. What is the trick to get it to drop into the periscope view finder? I'm using the 1.4 patch version.
Again top notch mod!

wg
 
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